The Creators of Baldur's Gate 3 Clarifies Its Application of AI Tools for New Divinity Game

The team behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, sparking a wave of anticipation within the player base. However, subsequent statements from the company's co-founder have introduced a new dimension to the narrative, touching on the studio's approach toward AI tools.

A Tool for Ideation, Not Replacement

In a recent statement, Larian's director explained that the developer is using AI technology for particular supporting tasks. These encompass fleshing out PowerPoint slides, producing initial concept art, and creating draft text.

Crucially, Vincke emphasized that the end material in the game will be crafted entirely by real creatives. "We are writing every line in-house," he affirmed.

Our studio is actively increasing our team of writers and are busily forming dedicated writer rooms.

As this area is being specifically called out — we presently have over twenty artistic staff and have job openings for more artists.

Everything we do is additive and designed to letting our team spend greater focus on the creative process.

Every machine learning application used well is a boost to a creative team process, not a replacement for their skill.

Addressing Concerns and Clarifying the Vision

The admission of using AI at first provoked unease among some the fanbase. In response, Vincke provided additional elaboration on public forums.

"At Larian, we employ these tools to gather inspiration, similar to we use the internet and reference books," he stated. "During the very early ideation stages we use it as a basic framework for structure which we then replace with authentic artwork."

He continued, "We've hired artists for their unique talent, not for their capacity to execute what a algorithm proposes."

Three Pillars of Practical Application

Vincke had earlier outlined the company's targeted method to AI and ML, categorizing its use into key functions:

  • Streamlining Repetitive Work: This encompasses polishing mocap data, dialogue cleanup, and pipeline-specific tasks like retargeting animations.
  • Rapid Prototyping ('White Boxing'): Using tools to speedily create rough models of scenarios to experiment with concepts prior to expensive production.
  • Experimental Frontiers: Exploring how machine learning could one day create emergent reactivity, particularly in managing unforeseen permutations in a vast role-playing world.

He specifically affirmed that core creative areas — such as visual art — are are absolutely not areas where the company is replacing human talent. Conversely, Larian is expanding its staff in these precise positions.

"We are not launching a game with any AI components, nor looking at trimming down staff to swap them out with artificial intelligence," Vincke concluded.

Dawn Ramos
Dawn Ramos

A historian and journalist specializing in European royalty, with over a decade of experience covering royal events and traditions.